xhaleon, on 07 November 2011 - 11:19 AM, said:
Want to separate Streaks and normal SRMs in a realtime game? Make sure that Streak SRMs can turn around on a dime, cannot fire without a missile lock, and they only fire if they aren't blocked by some part of the terrain. It won't emulate the effect on the tabletop accurately because fast mechs may still run to cover before the Streaks get there, but in any other situation it would be a guaranteed hit. It would emulate the fluffy aspect of not being able to dumbfire the missiles. Which so happens to not have much of an impact on the tabletop anyway, since a miss is always a complete miss unless you consider accidental forest fires.
This.
In the fluff SRMs and LRMs are fairly identical. The difference is range and the ability to be fired indirectly. SSRMs are supposed to be fully guided, In fact on the table top they won't even fire if they don't achieve a successful lock.
With dumb fire SRMs 99% of the time you will not hit with half your missiles and you have to get really close to use them effectively. Even if you lead them. That kills a lot of mechs abilities to be useful in a combat role. Like the commando and javelin. For example.